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![]() cartmanbeck wrote:
Actually, the general rule is "You can play cards and use powers without limit in between these steps, as long as they don’t say they can only be played at certain times." (Mummy's Mask pg 7, emphasis mine) Page 9 further clarifies "If a card in your hand does not specify when it can be played, you can generally play it anytime you can play cards, with the exception that during an encounter you may only perform specific actions at specific times." So the restriction on playing cards only when you can use them is only during encounters, where page 9 states in the Encountering a Card section that "Characters may only play cards or use powers that relate to each step (or relate to cards played or powers used in that step)." Question: Zadim can recharge a card to examine the top card of his deck. If he does this once and sees the next card, can he recharge another card to examine it again? If not, why not? And if so, how is "examining an already examined card" different than "gaining a skill that you will not use"? ![]()
![]() Gargosh wrote:
Thermal shock - if a light bulb has been on for some time and gotten hot, when you suddenly cool it with cold water it can shatter. Or an ice cube placed suddenly in hot water can visibly crack. ![]()
![]() Hawkmoon269 wrote: Yeah. I just meant it as basically once that "do anything" moment occurs on the turn, you can do it. Your turn always really starts with Advancing the Blessing Deck. So, you flip a blessing, apply start of the turn effects, then you could display all your cards if you wanted. Thanks - just wanted to double check, as I played it wrong the other day (display whole hand to avoid lightning storm damage at start of turn), read up on timing to correct myself, and wanted to make sure I was getting it right now! ![]()
![]() Hawkmoon269 wrote:
Just a clarification, "you could display all your cards at the start of your turn" means after the "Advance the Blessing Deck" step, right? My understanding was that you could play cards between each step, but not before that first one. ![]()
![]() Yes, I wouldn't take Hierophant as Imjirika - she is going to need the extra Oomph in combat. Especially as you hit the higher path numbers, the monster difficulties can get nasty, even on normal, non-henchmen/villan monsters. I took Mythic Champion, and have found it very useful. Ignoring anything that adds to difficulty has meant that I can quest through the Abbatoir without worrying about getting wrecked by an already high-difficulty monster (we are running a 6 player game), it means that I can trounce any of the veteran monsters - even the ones that add 2 or 3 times the adventure deck number. ![]()
![]() Hawkmoon269 wrote:
Plus, don't a bunch of the new monk weapons from the class deck let you use Acrobatics as a combat skill? Free blessing on every combat check? Seems good. ![]()
![]() Eliandra Giltessan wrote: Okay, Rebel. If and when we do Wrath, you're going to have to help me see how Imrijka is awesome. I was burned by her mediocre combat before, but I'm determined to make her work. Strength based bows are her weapon of choice, but don't be afraid to go for melee weapons - she's only 1 point worse with them, and a good "discard to reroll" polearm is a nice insurance policy. She is very flexible that way - she can acquire and use pretty much any weapon in the game. Her mysterious disc is also great insurance, if you have that set of cards. ![]()
![]() Hawkmoon269 wrote:
Actually, it's better than that. It does not add a d4 for any check to DEFEAT a monster, it's added to ANY check against a monster. That Con/Fort check before you act? Add a d4 to it.
This power makes Imjirika a great generalist - whatever checks the monster has, you have a shot of passing it. Combine it with Steal Soul (another d4 on all your checks) and maybe Arushalae's Gift, and you can be confident on things that you're not normally any good at. ![]()
![]() We actually had Adowyn use it to defeat the villian in 2-5 the other night. She recharged and drew (because he was a Demon), and ended up without any weapons. She decided to risk it rather than let the villain go, and ended up rolling an 18 and a 16. She took out the villian, but we thought she would end up 1 card short - but then noticed she could bury her displayed Leryn, and thus have exactly enough cards left. Victory! ![]()
![]() Xexyz wrote: Ok, now I understand how this all works (I think). Bleh, that makes the role worse than I thought, since you'll need to get several power feats just for it to do anything. Well, even without other power feats, each time you choose a mastered type you get: 1. Discard a card to draw a card with that trait from your discard pile.2. Automatically recharge spells(/items) with that trait. 3. When you acquire a card with that trait, draw a card. 4. Reduce damage of that type by 2. That seems like about the right return for 1 power feat - taking the other power feats just adds more synergy. ![]()
![]() MightyJim wrote:
Actually, I think a sword that could also do "Detect Demon" would be a really cool item. ("Recharge this weapon to examine the top card of the location deck. If it is a demon, you may encounter it, and count as having revealed this card for it's power on any combat check to defeat it.") |